Lane D: solids collision, the M3 verbs, shelter and stumble

At gate 1 the ped walked straight through the house. Collision now stops it
0.30 m off the wall face (expected -9.70, measured -9.70), off trunks, posts and
the fence, and slides along a wall hit at an angle. Injected as opts.collide the
way groundAt already was, so player.sim.js stays zero-import and node-runnable.

Two things the real yard taught, neither guessable from the plan:
- `fence` is a GROUP of 37 child meshes whose combined box is the entire 30x20 m
  yard, so one box per solids entry is useless. Flattened to 43 leaf boxes.
- the house ROOF spans y 2.99-3.21 and reaches 0.4 m FURTHER into the yard than
  the wall under it (eaves overhang). A flat footprint test would stop a 1.7 m
  person dead at an invisible eave, so every box is filtered by vertical overlap
  with the body and the roof drops out on its own.
Boxes are built once (solids are static) and distance-pruned — no per-frame
raycast, which is the thing Lane A measured as catastrophic on the terrain.

The M3 pack is wired: carrying swaps locomotion to Carry/CarryIdle; an
interaction names its own verb through a new `clip` field on the interact spec
(Crank at a turnbuckle, PickUp at the shed table); StumbleBack fires on a gust
that breaks your stride but can't floor you — below knockWind on purpose, so a
storm reads as shoved → stumbling → floored rather than fine-fine-fine-flat.

TakeCover (hold C) became a real mechanic rather than a pose: brace and knockWind
x2.0, shove x0.25. A 38 m/s gale floors you standing and doesn't while braced;
let go in the same gale and you're down in half a second. It raises the bar, it
does not remove it — a big enough gust still wins, braced or not. So the storm's
answer to "the gusts are too strong to cross the yard" is now wait one out and
move in the lull, which is the repair-window language DESIGN.md already uses.

wireYardActions now reads sailRig.corners[i] live by index instead of capturing
the corner object — per Lane A's warning that attach() replaces the array, a
captured corner is one the sim no longer steps and would gate forever on a
`broken` flag that can never change again.

35 Lane D asserts, 0 fail (was 20). Carry/shelter/knockdown verified against the
real 17-clip pack in the assembled game, not only in the harness.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
m3ultra 2026-07-17 00:08:46 +10:00
parent de86aa1662
commit 264c2e25d2
5 changed files with 453 additions and 31 deletions

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@ -505,3 +505,67 @@ Format: `[lane letter] YYYY-MM-DD — note`
a storm from a headless browser — which is what this sprint's "90 s storm_02 run captured" acceptance
needs. Same code path the rAF loop uses; no test-only branch that can drift. Everything I reported
above was measured through them.
[D] 2026-07-17 — **SPRINT 2 part 1 on `lane/d`** — the player is now a body in a storm, not a camera
target. Selftest **35 Lane D asserts, 0 fail** (was 20). All verified in the real yard, not just
in asserts:
· **`world.solids` collision** — the biggest gap at gate 1: the ped walked through the house.
Now stops dead 0.30 m off the wall face (expected 9.70, measured 9.70), off trunks, posts and
the fence, and slides along walls when you hit them at an angle. Injected as `opts.collide`
the same way `groundAt` is, so player.sim.js stays zero-import and node-runnable.
· **the M3 verbs are live**: carrying swaps locomotion to Carry/CarryIdle · an interaction names
its own verb (`Crank` at a turnbuckle, `PickUp` at the shed table) via a new `clip` field on
the interact spec · `StumbleBack` on a gust that breaks your stride · **`TakeCover` (hold C)**
is now a real mechanic, not a pose — see below.
· Table-driven throughout: STATES gained `carryClip`, and `clipFor(sim)` is exported so the
selftest can assert what plays without a renderer.
[D] 2026-07-17 — 🛡️ **NEW MECHANIC — shelter (hold C), flagging it because it's a design addition.**
SPRINT2 §Lane D.4 said "TakeCover as the storm shelter verb" and left the transition to me. It
brace-locks you: knockWind ×2.0 and shove ×0.25 while held. Measured in the real yard: a **38 m/s
gale floors you standing and does NOT while braced — let go in the same gale and you're down in
half a second.** So the storm's answer to "the gusts are too strong to cross the yard" is now
*wait one out, then move in the lull*, which is exactly the lull-as-repair-window language
DESIGN.md §Wind already uses. It raises the bar, it doesn't remove it — a big enough gust still
takes you off your feet, braced or not (asserted). You cannot brace from your back.
[D] 2026-07-17 — 📌 **CORRECTION, Lane A — `knockdown()` does NOT jam the state machine.** Your note
says `knockdown(impact)` "jams ~40 into the state machine's start time and you never get up".
Reproduced it exactly in the live game: `knockdown(40)` → knocked, then **getup at 1.38 s, idle at
2.68 s. You get up.** `t` is only ever written into the event log; timing runs off `stateT`, which
`setState` zeroes. The only real effect is cosmetic — polluted event timestamps. **Your wiring
(`knockdown(windT, piece.vx, piece.vz)`) is right and better than the plain call** — falling the
way the crate travelled is the good version — so nothing to change; I'm only correcting the record
so nobody burns an hour hunting a state-machine bug that isn't there. Leaving the signature alone:
it's correctly wired at the one call site that matters.
(`player.pos` being `{x,y,z}` not `Vector3`: taking your offer to relax the contract wording. Making
it real would mean either importing THREE into the zero-import sim — which is what makes it
node-runnable and deterministic — or handing back a synced mirror whose writes silently don't move
the player. Neither is worth a nominal type match.)
[D] 2026-07-17 — ❗ **BLOCKED ON LANE A — `world.shedTable`, and it gates the sprint's "done".** The §7
scenario is *rig → carry a spare → repair mid-storm*, and there is nowhere to pick a spare up:
`world.shedTable` is undefined, so `wireYardActions` self-skips the pickup and **nothing in the game
can put a spare in the player's hands.** E shipped `shed_01_v1.glb` AND `shed_table_v1.glb` and
they're on disk unused. All I need is world.js to place them and expose
`world.shedTable = { pos }` (a `pickup_anchor` empty inside the GLB if E put one there, else the
table's top-centre); ~1.5 m from the table's edge is reachable. Everything downstream of it is
already wired and asserted. Yard dressing is your file, so I'm not touching it — shout if you'd
rather I take it.
[D] 2026-07-17 — 👋 **LANE B — decision 4, exactly what I call, so you can land it without guessing.**
I've hardened my side while waiting; `sail.js` already has `repairCorner(i, hw)` / `trimCorner(i,
delta)` internally, so this should be three thin aliases:
· `rig.repair(i)` — I gate on `corners[i].broken && carrying === 'spare'`, hold 2.5 s, then call
it and consume the spare. Pick the hw yourself (the spare is untyped on my side for now).
· `rig.trim(i, delta)` — I call `trim(i, +0.1)` after a 1.2 s hold. Plays `Crank`.
· `rig.cornerPos(i)`**live world position, fresh vector.** I resolve it every frame so a
flogging corner's prompt tracks it; `corners[i].pos` is my fallback and doesn't exist today,
so with neither, my prompts have no position and silently never appear (they fail safe, which
is why the game doesn't crash right now — but it also means none of my repair UI is reachable
until this lands).
Also: your `attach()` replaces the corners array, per Lane A's warning. **My closures now read
`sailRig.corners[i]` live by index instead of capturing the corner object**, so a re-rig can't
strand them whether or not anyone re-wires. Asserted both ways (swap the array → the targets track
the new objects). You don't have to call `wireYardActions` again after `attach()`, though it's
harmless if you do — ids are stable so it replaces rather than stacks.

View File

@ -30,12 +30,14 @@ export class Interact {
* @param {string|function} [spec.label] string, or (player)->string for live text
* @param {function} [spec.canUse] (player) -> bool
* @param {function} [spec.onDone] (player, t) -> void
* @param {string} [spec.clip] verb played for the length of the hold ('Crank', 'PickUp', ).
* Must name a clip in player_anims.glb; omitted means the busy state's default Idle.
* @returns {function} unregister
*/
register(spec) {
if (!spec || !spec.id) throw new Error('interact.register: id required');
const target = {
radius: 1.6, holdSecs: 1, label: '', canUse: null, onDone: null, ...spec,
radius: 1.6, holdSecs: 1, label: '', canUse: null, onDone: null, clip: null, ...spec,
};
this.targets.set(target.id, target);
return () => this.unregister(target.id);
@ -70,6 +72,7 @@ export class Interact {
if (!this.active) return;
// only hand the player back if they're still ours — a knockdown mid-hold already re-stated them
if (player.state === 'busy') player.setState('idle', t);
player.busyClip = null;
this.events.push({ type: 'cancel', id: this.active.id, t });
this.active = null;
this.progress = 0;
@ -99,6 +102,7 @@ export class Interact {
if (!this.active && holding && !this.latched && near && !player.busy) {
this.active = near;
this.progress = 0;
player.busyClip = near.clip || null; // the verb: Crank at a turnbuckle, PickUp at the table
player.setState('busy', t);
}
@ -110,6 +114,7 @@ export class Interact {
this.progress = 0;
this.latched = true;
player.setState('idle', t); // release busy FIRST — onDone may pickUp(), which refuses while busy
player.busyClip = null; // ...and after it, so the carry clips win on the next frame
if (done.onDone) done.onDone(player, t);
this.events.push({ type: 'done', id: done.id, t });
}
@ -129,38 +134,54 @@ export class Interact {
* Register the standard yard actions (PLAN3D §5-D.4). Duck-typed against the contracts so Lane D
* never edits Lane B's or Lane A's files anything not yet landed is simply skipped.
*
* Every closure reads `sailRig.corners[i]` LIVE rather than capturing the corner object. Lane A's
* THREADS note: `attach()` REPLACES the corners array, so a captured corner is a stale object the
* sim no longer steps the prompt would gate forever on a `broken` flag that can never change
* again. Reading by index means a re-rig can't strand these targets whether or not we get re-wired.
*
* @param {Interact} interact
* @param {object} deps {sailRig, world, spares}
* sailRig.corners -> [{anchorId, hw, load, broken}] (contracts.js, Lane B)
* sailRig.repair(i) -> void [PROPOSED see THREADS.md]
* sailRig.trim(i,d) -> void [PROPOSED per-corner turnbuckle, see THREADS.md]
* world.shedTable -> {pos} (Lane A/E)
* @param {object} deps {sailRig, world}
* sailRig.corners -> [{anchorId, hw, load, broken}] (contracts.js, Lane B)
* sailRig.repair(i) -> void (decision 4)
* sailRig.trim(i,d) -> void (decision 4)
* sailRig.cornerPos(i) -> Vector3 (decision 4 live world position; a flogging corner moves)
* world.shedTable -> {pos} (Lane A until it lands, the pickup self-skips)
*/
export function wireYardActions(interact, deps = {}) {
const { sailRig, world } = deps;
const wired = [];
const cornerAt = (i) => (sailRig && sailRig.corners && sailRig.corners[i]) || null;
// a flogging corner is MOVING — resolve position every frame, never once at wire time
const posAt = (i) => () => {
const c = cornerAt(i);
if (!c) return null;
return (sailRig.cornerPos && sailRig.cornerPos(i)) || c.pos || null;
};
if (sailRig && Array.isArray(sailRig.corners)) {
sailRig.corners.forEach((corner, i) => {
sailRig.corners.forEach((_corner, i) => {
// re-rig a broken corner — costs the spare you're carrying
wired.push(interact.register({
id: `rerig_${i}`,
pos: () => corner.pos || (sailRig.cornerPos && sailRig.cornerPos(i)),
pos: posAt(i),
radius: 1.8,
holdSecs: 2.5,
label: 're-rig corner',
canUse: (p) => corner.broken && p.carrying === 'spare',
onDone: (p) => { p.carrying = null; if (sailRig.repair) sailRig.repair(i); },
clip: 'Crank',
canUse: (p) => !!(cornerAt(i) && cornerAt(i).broken)
&& p.carrying === 'spare' && !!sailRig.repair,
onDone: (p) => { p.carrying = null; sailRig.repair(i); },
}));
// per-corner turnbuckle trim — new vs the prototype; makes corners individual
wired.push(interact.register({
id: `trim_${i}`,
pos: () => corner.pos || (sailRig.cornerPos && sailRig.cornerPos(i)),
pos: posAt(i),
radius: 1.8,
holdSecs: 1.2,
label: 'tighten turnbuckle',
canUse: () => !corner.broken && !!sailRig.trim,
onDone: () => sailRig.trim && sailRig.trim(i, +0.1),
clip: 'Crank',
canUse: () => !!cornerAt(i) && !cornerAt(i).broken && !!sailRig.trim,
onDone: () => sailRig.trim(i, +0.1),
}));
});
}
@ -172,6 +193,7 @@ export function wireYardActions(interact, deps = {}) {
radius: 1.5,
holdSecs: 0.6,
label: (p) => (p.carrying ? 'hands full' : 'take a spare'),
clip: 'PickUp',
canUse: (p) => !p.carrying, // hands-full rule
onDone: (p, t) => p.pickUp('spare', t),
}));

View File

@ -15,9 +15,9 @@
import * as THREE from '../vendor/three.module.js';
import { clone as skeletonClone } from '../vendor/addons/utils/SkeletonUtils.js';
import { GLTFLoader } from '../vendor/addons/loaders/GLTFLoader.js';
import { PlayerSim, STATES, TUNE } from './player.sim.js';
import { PlayerSim, STATES, TUNE, clipFor } from './player.sim.js';
export { PlayerSim, STATES, TUNE };
export { PlayerSim, STATES, TUNE, clipFor };
export const CHAR_URL = './models/player_01.glb';
export const ANIM_URL = './models/player_anims.glb';
@ -56,6 +56,69 @@ const _loadGLTF = (loader, url) => new Promise((res, rej) =>
const UP = new THREE.Vector3(0, 1, 0);
const _clamp = (v, lo, hi) => (v < lo ? lo : v > hi ? hi : v);
/**
* Build the player's collision test out of `world.solids` (contracts World).
*
* Shape of the problem, measured in the real yard rather than assumed:
* · `fence` is a GROUP of 37 child meshes whose combined box is the whole 30×20 m yard so one
* box per entry in solids is useless. We flatten to leaf meshes and box each one.
* · the house ROOF is a solid spanning y 2.993.21, i.e. entirely above a 1.72 m head. A flat
* footprint test would wall off the eaves, so every box is filtered by vertical overlap with
* the body and the roof simply drops out.
* Solids are static, so the boxes are computed once. ~44 leaves, distance-pruned no raycast per
* frame. (Lane A's note: the ground is deliberately NOT in solids; heightAt covers it.)
*
* @param {object} world contracts World
* @param {object} [opts] {radius} metres, the player's shoulder radius
* @returns {(x:number,z:number,feetY:number,headY:number)=>{x:number,z:number}}
*/
export function makeSolidCollider(world, opts = {}) {
const radius = opts.radius ?? 0.3;
const boxes = [];
const b = new THREE.Box3();
for (const root of (world && world.solids) || []) {
root.updateWorldMatrix(true, true);
root.traverse((o) => {
if (!o.isMesh) return;
b.setFromObject(o);
if (!isFinite(b.min.x)) return;
boxes.push({ x0: b.min.x, x1: b.max.x, z0: b.min.z, z1: b.max.z, y0: b.min.y, y1: b.max.y });
});
}
const out = { x: 0, z: 0 }; // scratch — copied by the caller immediately, never retained
const r2 = radius * radius;
return function collide(x, z, feetY, headY) {
out.x = x; out.z = z;
for (let i = 0; i < boxes.length; i++) {
const bx = boxes[i];
if (bx.y1 <= feetY + 0.05 || bx.y0 >= headY) continue; // under the eaves / over a low wall
// closest point on the box to the body centre, in XZ
const cx = _clamp(out.x, bx.x0, bx.x1), cz = _clamp(out.z, bx.z0, bx.z1);
const dx = out.x - cx, dz = out.z - cz;
const d2 = dx * dx + dz * dz;
if (d2 >= r2) continue; // clear
if (d2 > 1e-10) { // outside: push along the normal
const d = Math.sqrt(d2);
out.x = cx + (dx / d) * radius;
out.z = cz + (dz / d) * radius;
} else {
// centre is inside the box (spawned in a wall, or shoved through): eject through the nearest
// face rather than picking an arbitrary axis, so you pop out the side you came in.
const l = out.x - bx.x0, rr = bx.x1 - out.x, u = out.z - bx.z0, dn = bx.z1 - out.z;
const m = Math.min(l, rr, u, dn);
if (m === l) out.x = bx.x0 - radius;
else if (m === rr) out.x = bx.x1 + radius;
else if (m === u) out.z = bx.z0 - radius;
else out.z = bx.z1 + radius;
}
}
return out;
};
}
export class PlayerView {
/**
* @param {object} rig {scene, anims} the character
@ -127,7 +190,8 @@ export class PlayerView {
/** Push one sim frame onto the rig. dt drives the mixer only — the sim already stepped. */
sync(sim, dt) {
const st = STATES[sim.state];
this.play(st.clip, st.loop !== false);
// clipFor, not st.clip: carrying swaps in Carry/CarryIdle, and an interaction names its own verb
this.play(clipFor(sim), st.loop !== false);
this.root.position.set(sim.pos.x, sim.pos.y, sim.pos.z);
@ -202,9 +266,13 @@ export async function loadPlayer(scene, opts = {}) {
* @returns {Promise<object>} satisfies checkContract('player', )
*/
export async function createPlayer(scene, world, cameraRig, opts = {}) {
const height = opts.height || 1.72;
const p = await loadPlayer(scene, {
...opts,
height,
groundAt: world && world.heightAt ? (x, z) => world.heightAt(x, z) : undefined,
// built AFTER the world exists so the boxes capture E's real GLBs, not the graybox
collide: opts.collide !== undefined ? opts.collide : makeSolidCollider(world, opts),
start: opts.start || { x: 0, y: 0, z: 6 },
});
const keyboard = new KeyboardInput();
@ -257,7 +325,11 @@ export class KeyboardInput {
const k = this.keys;
const x = (k.has('KeyD') || k.has('ArrowRight') ? 1 : 0) - (k.has('KeyA') || k.has('ArrowLeft') ? 1 : 0);
const z = (k.has('KeyW') || k.has('ArrowUp') ? 1 : 0) - (k.has('KeyS') || k.has('ArrowDown') ? 1 : 0);
return { x, z, run: k.has('ShiftLeft') || k.has('ShiftRight'), camYaw };
return {
x, z, camYaw,
run: k.has('ShiftLeft') || k.has('ShiftRight'),
shelter: k.has('KeyC'), // hold to brace — see STATES.shelter
};
}
dispose() {

View File

@ -11,23 +11,39 @@
/**
* The state machine, as a table (PLAN3D §5-D.5 asks for a table test).
* clip clip name in player_anims.glb
* locked movement input is ignored, and `player.busy` is true
* secs timed states auto-advance to `next` after this long
* clip clip name in player_anims.glb
* carryClip clip to use instead when the player has something in their hands
* locked movement input is ignored, and `player.busy` is true
* secs timed states auto-advance to `next` after this long
* Invariant the selftest enforces: every locked state either has a `next` (so it drains on its own)
* or is released by an external actor. `busy` is the only externally-released state interact.js
* both enters and leaves it, so a dropped release can't strand the player.
* or names an external releaser. `busy` and `shelter` are the released ones interact.js and the
* shelter key each both ENTER and LEAVE their own state, so a dropped release can't strand you.
*/
export const STATES = {
idle: { clip: 'Idle', locked: false, loop: true },
walk: { clip: 'Walk', locked: false, loop: true },
run: { clip: 'Run', locked: false, loop: true },
idle: { clip: 'Idle', carryClip: 'CarryIdle', locked: false, loop: true },
walk: { clip: 'Walk', carryClip: 'Carry', locked: false, loop: true },
run: { clip: 'Run', carryClip: 'Carry', locked: false, loop: true },
busy: { clip: 'Idle', locked: true, loop: true, releasedBy: 'interact' },
shelter: { clip: 'TakeCover', locked: true, loop: true, releasedBy: 'input' },
stumble: { clip: 'StumbleBack', locked: true, loop: false, secs: 0.8, next: 'idle' },
stagger: { clip: 'Reaction', locked: true, loop: false, secs: 0.9, next: 'idle' },
knocked: { clip: 'Falling', locked: true, loop: false, secs: 1.4, next: 'getup' },
getup: { clip: 'CrouchToStand', locked: true, loop: false, secs: 1.3, next: 'idle' },
};
/**
* Which clip a state actually plays right now. Carrying swaps the locomotion set (Carry/CarryIdle),
* and an interaction can name its own verb (`Crank` at a turnbuckle, `PickUp` at the shed table)
* interact.js writes that into `sim.busyClip`. Everything else is the table's `clip`.
* Kept here rather than in player.js so the selftest can assert it without a renderer.
*/
export function clipFor(sim) {
const st = STATES[sim.state];
if (sim.state === 'busy' && sim.busyClip) return sim.busyClip;
if (sim.carrying && st.carryClip) return st.carryClip;
return st.clip;
}
/**
* Tuning. Ported from the 2D prototype's shape (prototype/game.js:250-252), retuned to metres and
* m/s per PLAN3D §1 ("port the behaviour, retune the constants").
@ -61,6 +77,16 @@ export const TUNE = {
knockSustain: 0.5, // s above knockWind before it happens
knockBleed: 2, // exposure drains this many × faster than it fills
pitchSecs: 0.35, // s for the body to swing down / back up (view reads sim.pitch)
// A gust that can't floor you can still break your stride. Sits BELOW knockWind on purpose, so a
// storm reads as: shoved → stumbling → floored, rather than fine-fine-fine-flat-on-your-back.
stumbleGust: 17, // m/s over baseline → you lose your footing (but not your feet)
stumbleCooldown: 3, // s — punctuation, not a stutter: one gust hold must not stumble you twice
// Shelter (hold C): brace and the wind stops owning you. This is the storm's real answer to "the
// gusts are too strong to cross the yard" — wait one out, then move in the lull.
shelterKnockMult: 2.0, // knockWind × this while braced — a gust that floors you standing won't
shelterShoveMult: 0.25, // and it barely pushes you
};
const clamp = (v, lo, hi) => (v < lo ? lo : v > hi ? hi : v);
@ -78,6 +104,10 @@ export class PlayerSim {
* @param {object} [opts]
* @param {object} [opts.start] {x,y,z} spawn, metres
* @param {function} [opts.groundAt] (x,z) -> y. Lane A's world.js provides the real one.
* @param {function} [opts.collide] (x,z,feetY,headY) -> {x,z} pushed clear of world.solids.
* Injected, not imported, for the same reason as groundAt: this file must stay renderer-free.
* player.js#makeSolidCollider builds the real one out of world.solids.
* @param {number} [opts.height] body height, metres the collider's vertical span
* @param {object} [opts.tune] overrides for TUNE
*/
constructor(opts = {}) {
@ -90,6 +120,8 @@ export class PlayerSim {
this.state = 'idle';
this.stateT = 0;
this.carrying = null; // contract: player.carrying — one item, hands-full rule
this.busyClip = null; // interact.js names the verb for the current hold (Crank, PickUp…)
this.stumbleCool = 0; // s until a gust may stumble you again
this.events = []; // {type:'state'|'drop'|'knockdown', …} drained by the view/HUD
this.exposure = 0; // s spent above knockWind
@ -100,6 +132,8 @@ export class PlayerSim {
this.knockDir = { x: 0, z: 1 }; // which way the body went down
this.groundAt = opts.groundAt || (() => 0);
this.collide = opts.collide || null;
this.bodyHeight = opts.height || 1.72;
this.tune = { ...TUNE, ...(opts.tune || {}) };
}
@ -168,6 +202,7 @@ export class PlayerSim {
step(dt, t, input = {}, wind = null) {
const T = this.tune;
this.stateT += dt;
this.stumbleCool = Math.max(0, this.stumbleCool - dt);
// --- local wind, and how much of it is gust ---
let wx = 0, wz = 0;
@ -180,11 +215,29 @@ export class PlayerSim {
this.windBase += (ws - this.windBase) * clamp(dt * T.baseTrack, 0, 1);
this.gust = Math.max(0, ws - this.windBase);
// --- sustained extreme wind puts you down (same rule as a sail corner letting go) ---
if (ws > T.knockWind) this.exposure += dt;
// --- shelter: hold to brace. Enters and leaves itself, so releasing the key always frees you
// even mid-gust. Refused while you're down — you can't brace from your back. ---
const wantShelter = !!input.shelter;
const canShelter = this.state === 'idle' || this.state === 'walk' || this.state === 'run';
if (wantShelter && canShelter) this.setState('shelter', t);
else if (!wantShelter && this.state === 'shelter') this.setState('idle', t);
const braced = this.state === 'shelter';
// --- sustained extreme wind puts you down (same rule as a sail corner letting go).
// Bracing raises the bar rather than removing it: a big enough gust still wins. ---
const knockAt = braced ? T.knockWind * T.shelterKnockMult : T.knockWind;
if (ws > knockAt) this.exposure += dt;
else this.exposure = Math.max(0, this.exposure - dt * T.knockBleed);
if (this.exposure >= T.knockSustain) this.knockdown(t, wx, wz);
// --- a gust below the knockdown bar can still break your stride ---
if (!braced && this.gust > T.stumbleGust && this.stumbleCool <= 0
&& (this.state === 'idle' || this.state === 'walk' || this.state === 'run')) {
this.stumbleCool = T.stumbleCooldown;
this.setState('stumble', t);
this.vel.x = this.vel.z = 0;
}
const st = STATES[this.state];
// --- movement ---
@ -215,7 +268,7 @@ export class PlayerSim {
// --- gust shove: pressure ∝ speed², gust only, never while you're already on the ground ---
const grounded = this.state === 'knocked' || this.state === 'getup';
if (!grounded && this.gust > T.shoveGustMin && ws > 1e-3) {
const a = T.shoveK * ws * ws;
const a = T.shoveK * ws * ws * (braced ? T.shelterShoveMult : 1);
this.shove.x += (wx / ws) * a * dt;
this.shove.z += (wz / ws) * a * dt;
}
@ -226,6 +279,15 @@ export class PlayerSim {
this.pos.z += (this.vel.z + this.shove.z) * dt;
this.pos.y = this.groundAt(this.pos.x, this.pos.z);
// Solids: push back out of anything we ended up inside. Pushout is perpendicular to the surface,
// so walking into a wall at an angle keeps its tangential component and slides along it for free
// — no separate slide pass. Velocity is deliberately NOT zeroed: the wind should still be able to
// hold you against a fence, and the pushout wins over it every frame anyway.
if (this.collide) {
const r = this.collide(this.pos.x, this.pos.z, this.pos.y, this.pos.y + this.bodyHeight);
if (r) { this.pos.x = r.x; this.pos.z = r.z; }
}
// --- body pitch: the sim owns it so a knockdown is deterministic and falls DOWNWIND,
// which a canned clip can't do. player.js just reads sim.pitch + sim.knockDir. ---
const wantPitch = this.state === 'knocked' ? 1

View File

@ -11,7 +11,7 @@
* web/world/dev_player.html and written up in THREADS.md: head bone 1.715 m at fig scale 0.983,
* all six clips bound, Hips tracks correctly absent.
*/
import { PlayerSim, STATES, TUNE } from '../player.sim.js';
import { PlayerSim, STATES, TUNE, clipFor } from '../player.sim.js';
import { Interact, wireYardActions } from '../interact.js';
import { assert, assertEq, assertClose, assertLess, fixedLoop } from '../testkit.js';
import { FIXED_DT } from '../contracts.js';
@ -28,13 +28,36 @@ const drive = (sim, secs, input = {}, wind = null, t0 = 0) =>
/** @param {import('../testkit.js').Suite} t */
export default function run(t) {
// ---------------------------------------------------------------- state machine table
// The 17 clips actually in player_anims.glb (integrator baked the M3 pack; names logged in THREADS).
// Verified against the real GLB in-browser: SHADES.player.view.clipNames matches this exactly.
const PACK = new Set(['Idle', 'Walk', 'Run', 'Falling', 'CrouchToStand', 'Reaction',
'ClimbLadder', 'Crank', 'Dig', 'PickUp', 'Carry', 'CarryTurn', 'CarryIdle', 'StandUp',
'TakeCover', 'StumbleBack', 'PlantSeeds']);
t.test('state table: every state\'s clip exists in player_anims.glb', () => {
const clips = new Set(['Idle', 'Walk', 'Run', 'Falling', 'CrouchToStand', 'Reaction']);
for (const [name, st] of Object.entries(STATES)) {
assert(clips.has(st.clip), `state ${name} wants missing clip ${st.clip}`);
assert(PACK.has(st.clip), `state ${name} wants missing clip ${st.clip}`);
if (st.carryClip) assert(PACK.has(st.carryClip), `state ${name} wants missing ${st.carryClip}`);
}
});
t.test('clipFor: carrying swaps the locomotion set, an interaction names its own verb', () => {
const s = new PlayerSim();
assertEq(clipFor(s), 'Idle', 'empty-handed idle');
s.state = 'walk'; assertEq(clipFor(s), 'Walk');
s.carrying = 'spare';
assertEq(clipFor(s), 'Carry', 'carrying while walking');
s.state = 'run'; assertEq(clipFor(s), 'Carry', 'no CarryRun clip exists — Carry covers it');
s.state = 'idle'; assertEq(clipFor(s), 'CarryIdle', 'carrying while standing');
s.state = 'busy'; s.busyClip = 'Crank';
assertEq(clipFor(s), 'Crank', 'the verb wins over the carry set while busy');
s.busyClip = null;
assertEq(clipFor(s), 'Idle', 'busy with no named verb falls back to the table');
// locked states have no carry variant — you drop what you held anyway
s.carrying = 'spare'; s.state = 'knocked';
assertEq(clipFor(s), 'Falling', 'knockdown always plays Falling');
});
t.test('state table: no stuck states — every locked state drains to a free one', () => {
for (const [name, st] of Object.entries(STATES)) {
if (!st.locked) continue;
@ -163,6 +186,130 @@ export default function run(t) {
assert(!s.busy, 'player is free');
});
// ---------------------------------------------------------------- shelter (hold C)
t.test('shelter: bracing survives a gust that floors you standing', () => {
const gust = TUNE.knockWind + 8; // over the standing bar, under the braced one
const standing = new PlayerSim();
drive(standing, TUNE.knockSustain + 0.3, {}, windX(gust));
assertEq(standing.state, 'knocked', 'standing, this gust floors you');
const braced = new PlayerSim();
drive(braced, TUNE.knockSustain + 0.3, { shelter: true }, windX(gust));
assertEq(braced.state, 'shelter', 'braced, the same gust does not');
assert(braced.busy, 'shelter is locked — you cannot walk while braced');
});
t.test('shelter: raises the bar, it does not remove it', () => {
const s = new PlayerSim();
drive(s, TUNE.knockSustain + 0.2, { shelter: true }, windX(TUNE.knockWind * TUNE.shelterKnockMult + 5));
assertEq(s.state, 'knocked', 'a big enough gust still takes you off your feet, braced or not');
});
t.test('shelter: releasing the key always frees you, even mid-gust', () => {
const s = new PlayerSim();
drive(s, 1, { shelter: true }, windX(20));
assertEq(s.state, 'shelter', 'braced');
drive(s, 0.5, {}, windX(20)); // let go, wind still blowing
assert(!s.busy && s.state === 'idle', 'released');
});
t.test('shelter: cannot brace from your back', () => {
const s = new PlayerSim();
s.knockdown(0);
drive(s, 0.3, { shelter: true });
assertEq(s.state, 'knocked', 'holding C while down does not hijack the knockdown');
});
t.test('shelter: the wind barely moves you while braced', () => {
const push = (input) => {
const p = new PlayerSim();
drive(p, 30, input, windX(2)); // learn a calm baseline
const x0 = p.pos.x;
drive(p, 1.2, input, windX(24), 30);
return Math.abs(p.pos.x - x0);
};
assertLess(push({ shelter: true }), push({}) * 0.5, 'bracing must cut the shove hard');
});
// ---------------------------------------------------------------- stumble
t.test('stumble: a gust below the knockdown bar still breaks your stride', () => {
const s = new PlayerSim();
drive(s, 30, {}, windX(3)); // calm baseline
drive(s, 0.4, {}, windX(3 + TUNE.stumbleGust + 4), 30);
assertEq(s.state, 'stumble', 'gust over stumbleGust but under knockWind');
assert(s.busy, 'stumble is locked');
drive(s, 1.0, {}, windX(3), 31);
assertEq(s.state, 'idle', 'and it drains on its own');
});
t.test('stumble: one gust hold must not stumble you twice', () => {
const s = new PlayerSim();
drive(s, 30, {}, windX(3));
let stumbles = 0;
const before = s.events.length;
drive(s, 2.5, {}, windX(3 + TUNE.stumbleGust + 4), 30); // a full ~1.7 s hold and then some
for (const e of s.events.slice(before)) if (e.type === 'state' && e.state === 'stumble') stumbles++;
assertEq(stumbles, 1, 'stumbleCooldown makes it punctuation, not a stutter');
});
t.test('stumble: bracing means you keep your feet', () => {
const s = new PlayerSim();
drive(s, 30, { shelter: true }, windX(3));
drive(s, 0.5, { shelter: true }, windX(3 + TUNE.stumbleGust + 4), 30);
assertEq(s.state, 'shelter', 'braced, the gust does not stumble you');
});
// ---------------------------------------------------------------- solids collision
t.test('collision: solids stop you, and the pushout slides you along them', () => {
// one box: the yard's north wall, x -8..8, z -16..-10, waist high
const wall = { x0: -8, x1: 8, z0: -16, z1: -10, y0: 0, y1: 3 };
const R = 0.3;
const collide = (x, z, feetY, headY) => {
if (wall.y1 <= feetY + 0.05 || wall.y0 >= headY) return { x, z };
const cx = Math.min(Math.max(x, wall.x0), wall.x1);
const cz = Math.min(Math.max(z, wall.z0), wall.z1);
const dx = x - cx, dz = z - cz, d2 = dx * dx + dz * dz;
if (d2 >= R * R || d2 <= 1e-10) return { x, z };
const d = Math.sqrt(d2);
return { x: cx + dx / d * R, z: cz + dz / d * R };
};
const s = new PlayerSim({ start: { x: 0, y: 0, z: -5 }, collide });
drive(s, 6, { x: 0, z: 1, run: true, camYaw: 0 }, null); // camYaw 0 → forward is -Z
assert(s.pos.z >= -10 - 1e-6, `must not enter the wall, z=${s.pos.z.toFixed(3)}`);
assertClose(s.pos.z, -10 + R, 0.02, 'stops exactly one body radius off the face');
// Diagonal into a LONG wall: blocked north, but must still slide east. The wall has to outrun
// the player here — against the 16 m one above, a 4 s diagonal sprint rounds its east end and
// gets past, which is correct behaviour and not what this assert is about.
const long = { ...wall, x0: -100, x1: 100 };
const collideLong = (x, z, feetY, headY) => {
if (long.y1 <= feetY + 0.05 || long.y0 >= headY) return { x, z };
const cx = Math.min(Math.max(x, long.x0), long.x1);
const cz = Math.min(Math.max(z, long.z0), long.z1);
const dx = x - cx, dz = z - cz, d2 = dx * dx + dz * dz;
if (d2 >= R * R || d2 <= 1e-10) return { x, z };
const d = Math.sqrt(d2);
return { x: cx + dx / d * R, z: cz + dz / d * R };
};
const g = new PlayerSim({ start: { x: 0, y: 0, z: -5 }, collide: collideLong });
drive(g, 4, { x: 1, z: 1, run: true, camYaw: 0 }, null);
assertClose(g.pos.z, -10 + R, 0.02, 'held off the wall');
assert(g.pos.x > 2, `pushout must preserve the tangential slide, x=${g.pos.x.toFixed(2)}`);
});
t.test('collision: you can walk under an overhang (eaves are above your head)', () => {
// the real roof: y 2.99..3.21, reaching 0.4 m further into the yard than the wall below it
const collide = (x, z, feetY, headY) => {
const y0 = 2.99, y1 = 3.21;
if (y1 <= feetY + 0.05 || y0 >= headY) return { x, z }; // filtered out for a 1.72 m body
return { x, z: Math.max(z, -9.6 + 0.3) }; // would wall you off if it applied
};
const s = new PlayerSim({ start: { x: 0, y: 0, z: -5 }, collide, height: 1.72 });
drive(s, 4, { x: 0, z: 1, run: true, camYaw: 0 }, null); // camYaw 0 → forward is -Z
assert(s.pos.z < -9, `a 3 m eave must not block a 1.7 m person, z=${s.pos.z.toFixed(2)}`);
});
// ---------------------------------------------------------------- determinism (PLAN3D §4)
t.test('determinism: two identical 50 s runs produce byte-equal traces', () => {
const trace = () => {
@ -270,6 +417,61 @@ export default function run(t) {
assertEq(sim.carrying, null, 'hands empty');
});
t.test('interact: the action names the verb the player plays', () => {
const sim = new PlayerSim();
const it = new Interact();
it.register({ id: 'crank', pos: { x: 0, y: 0, z: 0 }, radius: 2, holdSecs: 1, clip: 'Crank' });
fixedLoop(30 * DT, DT, (dt, tt) => it.step(dt, tt, sim, true));
assertEq(sim.busyClip, 'Crank', 'busyClip is set for the hold');
assertEq(clipFor(sim), 'Crank', 'and that is what plays');
it.step(DT, 1, sim, false);
assertEq(sim.busyClip, null, 'cancelling clears the verb');
assertEq(clipFor(sim), 'Idle', 'back to the table');
});
t.test('interact: the verb is cleared on completion, so carry clips win afterwards', () => {
const sim = new PlayerSim();
const it = new Interact();
it.register({ id: 'take', pos: { x: 0, y: 0, z: 0 }, radius: 2, holdSecs: 0.5, clip: 'PickUp',
onDone: (p, tt) => p.pickUp('spare', tt) });
fixedLoop(1, DT, (dt, tt) => it.step(dt, tt, sim, true));
assertEq(sim.carrying, 'spare', 'picked it up');
assertEq(sim.busyClip, null, 'verb cleared');
assertEq(clipFor(sim), 'CarryIdle', 'and the player now reads as carrying');
});
t.test('wireYardActions: reads corners LIVE, so attach() cannot strand the targets', () => {
// Lane A's warning: attach() REPLACES the corners array. Capturing the corner object at wire
// time would leave these gated on a `broken` flag nothing updates ever again.
const rig = {
corners: [{ anchorId: 'p1', broken: true, pos: { x: 0, y: 2, z: 0 } }],
repair: () => {}, trim: () => {},
cornerPos: (i) => rig.corners[i].pos,
};
const it = new Interact();
wireYardActions(it, { sailRig: rig });
const p = new PlayerSim({ start: { x: 0, y: 0, z: 0 } });
p.carrying = 'spare';
assertEq(it.nearest(p).id, 'rerig_0', 'broken corner offers a re-rig');
// now do what attach() does: swap the whole array for fresh objects
rig.corners = [{ anchorId: 'p1', broken: false, pos: { x: 0, y: 2, z: 0 } }];
assertEq(it.nearest(p).id, 'trim_0', 'the NEW corner is unbroken → trim, not re-rig');
rig.corners = [{ anchorId: 'p1', broken: true, pos: { x: 4, y: 2, z: 4 } }];
assertEq(it.nearest(p), null, 'and it followed the corner when it moved out of range');
});
t.test('wireYardActions: prompts track a moving (flogging) corner', () => {
const corner = { anchorId: 'p1', broken: false, pos: { x: 0, y: 2, z: 0 } };
const rig = { corners: [corner], repair: () => {}, trim: () => {}, cornerPos: (i) => rig.corners[i].pos };
const it = new Interact();
wireYardActions(it, { sailRig: rig });
const p = new PlayerSim({ start: { x: 0, y: 0, z: 0 } });
assertEq(it.nearest(p).id, 'trim_0', 'in range at the start');
corner.pos = { x: 9, y: 2, z: 9 }; // the corner blows away
assertEq(it.nearest(p), null, 'prompt follows it out of range, not pinned to where it was');
});
t.test('wireYardActions: duck-types against a half-landed world', () => {
const empty = new Interact();
wireYardActions(empty, {});